If this is what you mean, then no. What you can do is remove all textures using Material tools plugin. That way when you render you will get only basic RGB shades of each material which you can manipulate in PS to get more contrast and etc.. Another option for PP is clay rendering.

Not sure if this helps but you can give it a try.__________________"Architecture starts when you carefully put two bricks together. There it begins." Ludwig Mies van der Rohe

Yes davorP thats what I mean. With that as an layer in pp you can easily select witch material you want to select.
Butt if I have to delete all the material I will just select it from the render in pp.
Thanks anyway.

Jim, colors make the selection in PS simpler then selecting a textured material - you get clear boundaries and you can use select color range to select all in just a few clicks.

Kelleu, anyway you do it, it will involve some work. I guess it depends on scene and how hard it might be to select manually. Removing texture to get just plain color faces is one click of a mouse with the material tools plugin but you will need to wait for the rendering. The Max process in video clip is also complex. You can do it selectively and replace only those that are harder to select in PP.__________________"Architecture starts when you carefully put two bricks together. There it begins." Ludwig Mies van der Rohe

This type of feature may not be common, but it is very, very useful. Begin able to select materials to make quick adjustment in pp is such a time saver. What we would need is to export a render of the same resolution, with no GI, with all materials converted to random unique flat colors. This way to can select them in PP.__________________Podium Tech. Support

Yeah, needbuffers is probably the way to go on this--I was experimenting with the needbuffers some time ago but got uhhhh... sidetracked.

I was having very limited success with the object ID and surface ID buffers: In a full scene, I'm getting results like this, where only a few of the items end up showing. Have not yet had a chance to look into this any more, but maybe there's an easy fix that I'm missing:

However there is also a texture needbuffer (+0x4 which outputs flat textures. If the object and surfaceID buffers aren't going to work, a possible workflow would be:

Use a plugin/extension that automatically assigns a flat color to every surface

Use the +0x4 texture needbuffer to output a flat color map of your scene.

This one uses the flat texture needbuffer:

(In this example I applied the colors manually, but I assume there is a plugin out there that can assign random colors), plus I suppose you would only need to do it for elements that you expect might require extra attention in post-processing.We have a What's New coming up on the 29th--If people are interested in this, I can probably get a page up that covers needbuffers by the time the newsletter goes out.

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